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Why do RPGs have rules?
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<blockquote data-quote="Enrahim2" data-source="post: 9020998" data-attributes="member: 7039850"><p>Didn't have any spesific example in mind, as it is a new abstract thought to me as well. But after pondering a bit there is at least one classic situation that come to mind: Starting a dungeon adventure.</p><p></p><p>First consider the GMs goal had been simply to establish that the common fiction of the characters standing outside a dungeon entrance, ready to enter. Under your described rule 0 play, achieving this would be trivial, as it would just be narrating this as a fact, and this can be done without any "less effective means". However this is in general considered a classic example of "bad" GM play.</p><p></p><p>However, consider the goal state of having the common fiction of the characters standing outside the dungeon entrance, with the <em>players</em> <em>eager</em> to explore. Now, that is in general not achieved using the above technique, and as such it is clearly a bad play with regard to acheiving the goal of the GM. Now one way of achieving this state would be to use a published adventure, hyping the good reviews, and advertising how many hours you have spendt preparing for it. This technique could indeed be a quite effective means to acheive the goal state - but I assume that would be considered activities outside the bounds of play.</p><p></p><p>As such, if this goal state was to be achieved trough play, the GM need to rely on their game defined means, like introducing fictional elements. Classic examples include introducing rumors, offers of rewards tailored to character motivations, tying the location to unresolved issues in character backstories, having villains from the location attack the PCs etc. Another means available in rule 0 games (according to my base understanding of rule 0) is to introduce new procedures the players might find fun. A classic here is XP systems that award certain explorations, along with rumors indicating that the location in question is filled with that kind of opportunities. All of these represent moves that is made explicitly available to the GM as a part of the game, that I would argue appear at least potentially "less effective means" than the direct social enticing outlined in the previous paragraph.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 9020998, member: 7039850"] Didn't have any spesific example in mind, as it is a new abstract thought to me as well. But after pondering a bit there is at least one classic situation that come to mind: Starting a dungeon adventure. First consider the GMs goal had been simply to establish that the common fiction of the characters standing outside a dungeon entrance, ready to enter. Under your described rule 0 play, achieving this would be trivial, as it would just be narrating this as a fact, and this can be done without any "less effective means". However this is in general considered a classic example of "bad" GM play. However, consider the goal state of having the common fiction of the characters standing outside the dungeon entrance, with the [I]players[/I] [I]eager[/I] to explore. Now, that is in general not achieved using the above technique, and as such it is clearly a bad play with regard to acheiving the goal of the GM. Now one way of achieving this state would be to use a published adventure, hyping the good reviews, and advertising how many hours you have spendt preparing for it. This technique could indeed be a quite effective means to acheive the goal state - but I assume that would be considered activities outside the bounds of play. As such, if this goal state was to be achieved trough play, the GM need to rely on their game defined means, like introducing fictional elements. Classic examples include introducing rumors, offers of rewards tailored to character motivations, tying the location to unresolved issues in character backstories, having villains from the location attack the PCs etc. Another means available in rule 0 games (according to my base understanding of rule 0) is to introduce new procedures the players might find fun. A classic here is XP systems that award certain explorations, along with rumors indicating that the location in question is filled with that kind of opportunities. All of these represent moves that is made explicitly available to the GM as a part of the game, that I would argue appear at least potentially "less effective means" than the direct social enticing outlined in the previous paragraph. [/QUOTE]
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